Rise of Neo-Jove

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Welcome onboard the Neo-Jovian frigate Haydée, formerly the Juan Carlos IV of the Republic of Cygnus. A relic of the Solar War, the ship had been laid up for half a decade before being seized by a group of Neo-Jovian commandos. A few short months of overhaul couldn't remotely put to right decades of hard use and poor maintenance, but nonetheless the renamed Haydée was launched, unfortunately without mobile suits.

Important Pages

Rise of Neo-Jove Background and Politics
Neo-Jovian Character Dossier
Neo-Jovian Haydée Manifest
Neo-Jovian Mecha Recognition Guide
Neo-Jovian Ship Recognition Guide
Neo-Jovian Arsenal
Neo-Jovian Tactical Briefing
Neo-Jove Map

Character Generation

Characters have a set of attributes representing key elements of themselves. Each has a distinct but broad effect. They are as follows, with the following six being Core Attributes.

Physique: This is the raw physical prowess of your character while she is on her own two feet, governing everything from strength, agility, endurance and athleticism. It also covers general physical fortitude and G-resistance. Every rank of Physique provides +1 to Kinetic Defense.
Wits: This is your character's ability to react well to rapidly-changing situations and not be caught with your jaw on the floor when something unexpected occurs. Every rank of Physique provides +1 to Energy Defense and Melee Attack.
Intellect: This is your character's mental acuity and memory, both short and long term. Every rank of Intellect provides +1 to Electronic Attack and Command.
Clarity: Your character's ability to act with wisdom and deliberation; the uncanny ability to make the correct choice and not fumble over your own fingers. Every rank of Clarity provides +1 to Electronic Defense.
Perception: How finely-tuned your character's senses are, as well, it covers fine detail work and hand-eye coordination (yes, this means you play videogames with Perception). Every rank of Perception provides +1 to Melee Defense and Gunnery.
Charisma: This is your character's ability both to sway people to your side and to pick up on subtle social clues. Every rank of Charisma provides +1 to Command.

Several additional attributes also represent more exceptional or unusual elements of a character, these are the Extended Attributes.

Aleph: This is your character's ability to detect, interpret and apply 'Aleph waves', quantum brain energies. Most humans have this at 0. Aleph does not count for mandatory minimum requirements or the like; only rules which specifically reference Aleph apply.
Pluck: Just how well you thrive against adversity. While listed with Attributes, Pluck is special and does not count for mandatory minimum requirements or the like; only rules which specifically reference Pluck apply. Note that unlike the other Attributes, Pluck costs five times (5x) normal per level.

In addition, characters may also have Skills. Skills are much more specific than attributes, and cover certain situations only. Note that Skills are not necessary for a character - an office worker does not need to have the Office Management skill to be considered competent at this job. General ability to perform gainful employment, hobbies or function in society is a function of Attributes - Skills represent particularly hightened ability.

Notable skills:

  • Pilot: Every rank of Pilot provides +1 to Kinetic and Energy defenses, along with any roll involving piloting a vehicle.
  • Gunnery: Every rank of Gunnery provides +1 on offense when using non-guided weapons.
  • Melee: Every rank of Melee provides +1 to both Melee offense and defense in both person and in melee-capable vehicles.
  • Electronic Warfare: Every rank of Electronic Warfare provides +1 to all offensive and defensive rolls involving guided weapons, sensors and the like.
  • Gunplay: Every rank of Gunplay provides a +1 to all relevant rolls when fighting in person, with the exclusion of melee weapons - from handguns to rocket launchers.
  • Leadership: Every rank of Leadership provides +1 to all Command rolls.
  • Zero-G:
  • Mechanic:
  • Fieldcraft:
  • Terrorism:

Each character has a budget of 75 Character Points (CP) to spend.

All Attributes and Skills

Level 1 - 1 CP
Level 2 - 3 CP
Level 3 - 6 CP
Level 4 - 10 CP
Level 5 - 15 CP
Level 6 - 21 CP
Level 7 - 28 CP
Level 8 - 36 CP
Level 9 - 45 CP
Level 10 - 55 CP

In short, the base cost to improve a stat costs (current level + 1).


Traits are particularly exagerated aspects of your character.

Backstory Traits

Backstory Traits are those that represent important elements of your character's history before the OVA. While it is possible to acquire them in-game, this a function of story events. The value in (brackets) is their CP cost during character generation.

Veteran (8)

While most protagonists tend to be relatively new at this whole ‘heroing’ thing (though not, let it be known, does this mean it is solely the domain of the young – see James Links) there are some who have had their time in the spotlight in the previous anime. These characters are better pilots, generally higher ranked and simply more skilled, having had an entire season or more of combat under their belt (or the backstory equivalent, if you’re Roy Fokker). They get +1 rank in Piloting and Gunnery or Command. Unfortunately, all Veterans suffer a -1 penalty to their effective Aleph Potential.

Hot-Blooded! (0)

God certainly must protect fools and lovers, because you're a fool that loves a good challenge and you haven't died yet. Your entire life is a litany of guts, determination and sheerest foolhardiness. At the start of any turn you can channel your inner heat and by spending 1 Pluck, get a +2 to all rolls and defenses for the turn. Furthermore, the first time a friendly unit is shot down, you get +1 to all rolls and defenses for the rest of the battle. However, you can be psychologically vulnerable and be easy prey for enemy deception and tricks. You're also unable to understand that your subordinates might not be able to keep up with you or that your commanding officer has a plan more subtle than 'Charge and win!'; consequently you only get (and provide) half the bonus from any Command effect.

Paragon Interrupt (5)

Your past includes some notable incident of heroism in the line of duty. Perhaps you held the line around the perimeter of the refugee camps on Rwanda Minor, or saved the Loum Colony from crashing. No matter the specifics (which should be detailed in your bio) you are seen as an exemplar of proper behavior. This gives you a charisma bonus of +1 to +3 in most situations, especially where being a hero would be relevant and even your enemies will give you a certain amount of respect. The downside is that you are bound the expectations of your history; there are few things more despicable than a fallen paladin. Note that this does not imply a code of honor - a code of honor is internal to the character, whereas Paragon Interrupt is the expectations of others. It is entirely possible to be an atrocious monster and yet still have Paragon Interrupt - so long as you manage to keep people from drawing a connection between one and the other.

Photosynthetic (2)

Your physiology has been modified to include a layer of photosynthetic cells in your skin; while this doesn't mean you can subsist solely off sunlight and water, it does give you a pleasant feeling energy during the day. During daytime, you get +1 to all your rolls and defenses. During night, you get -1.

Rival (+5)

In the past you’ve cultivated a rivalry with another skilled pilot, often the inevitable side-effects of not managing to finish the job in the previous season. They will often bedevil you and while they can cause serious setbacks, they also mean that you can have episodes centered upon you and only you. Plus, spoiling their undoubtedly villainous plots is sweet sweet victory.

Cyber Newtype

You’re a government experiment in pilot uniform. You got the benefits of being able to control funnels, dodge incoming blasts you shouldn’t really be dodging, but you also got the downside of ranging from ~moe pill~ addition, being eccentric to batshit crazy and also technically being government property. You automatically get the Aleph Skills Newtype Flash and one other combat related ability at no Aleph point cost. For the purposes of power level, you have an Aleph rating of 4.

Earned Traits

Earned Traits are those that can be acquired during the course of the OVA - as a character matures, they may develop new abilities or quirks. All Earned Traits may also be bought during character generation, in which case they are already-established elements of the character.

No Such Thing As Overkill (5)

You love big guns, though you'll also gleefully accept lots of guns. If you are in a vehicle with more than one weapon system, you can opt to do an 'Alpha Strike', firing all your weapons at once. You may engage multiple targets as well, with -1 to all attack rolls for every target after the first engaged. While doing an Alpha Strike you may not move, as you're too busy firing away, and you take a 25% reduction to all defenses. As well, you ignore melee weapons as useless and always have a -1 to Melee rolls and defenses.

Blademaster (5)

The way of the (beam) sword is the one you follow, and you have become particularly skilled in deflecting enemy melee attacks by doing a continuous parry and dodge. This gives you the ability to increase your defense in melee by sacrificing your opportunity to attack. SPECIFICS TBD Additionally, if properly equipped with energy melee weapons or similar, you can even potentially defend against ranged attacks with your melee weapons.

Made Of Iron (10)

Your character shields are so strong they extend to your mecha, like some sort of slasher film bad guy. And like them, whatever you're flying just seems to soak impossible hits as it cra-a-a-a-awls across the screen. Maybe you know how to angle your torso block just right so the shots deflect, or perhaps you're just supernally lucky. No matter how you do it, anything you're flying increases the thresholds for all non-glancing hits by +2, however, your vehicle also suffers a -1 penalty to Speed and Thrust the moment you get behind the controls.

Type Master (10)

You’ve intensive trained, having never been defeated in 2000 simulated engagements. Unfortunately your winning streak comes to an end when you encounter a Gundam. But just wait until you face off against a force of Mobile Dolls . . . You are particularly skilled against a particular type of unit or pilot, such as Mobile Dolls, Super Robots, Mobile Armors, Gundams, Newtypes, White Rose Guards, etc. Due to your almost instinctive understanding of their strengths and weaknesses you get a +2 bonus to all rolls and defenses when fighting them. Note that ‘Conventional Mecha’ or other similarly broad types are not valid choices.

Fan Favorite (5)

You are The Patrick. You might not be omnicompetent and flying the top-end craft like some, but your popularity ensures that you’ll survive all but the most ridiculous situations (or, of course, deliberate self-sacrifice). Note that generally this advantage won’t apply if you’re the best of the best; Kira Yamato never needed to be a Fan Favourite to survive. Fan Favorite adds your Charisma to your mecha's Durability.

Char Custom (5)

This ability adds Charisma to Thrust.

Zealot (5)

This ability adds 50% of Charisma to all Melee rolls. It might also make you a bit of a prick.

Idealist (5)

This ability adds 50% of Charisma to all Melee defenses.

Adventurer (5)

You get a +2 bonus to all rolls and defenses for survival, tracking, fighting, etc when acting outside of a vehicle. Undoutedly comes with many stories of the time you narrowly escaped the Lizard-Gorillas of Ceti Alpha Seven.

Quirks (variable)

Quirks are minor things about that character that are distinctive to them. They may have minor situational effects, but in general they are intended for roleplaying fodder. The number of quirks required for a given number of bonus points is as per attribute ranking - ie, to return 1 point it requires 1 quirk, to return 2 points it requires 3, to return 3 it requires 6 (!), etc.

Pluck Conditions

All characters have one (or more) special conditions under which they recover Pluck. The first is free, every additional Pluck Condition costs 5 Character Points.

Pluck recovers slowly (ie, full recovery at the end of a full story arc, or some major successful milestone), but it can also be recovered by deliberately throwing rolls. The first time in a session that you throw away successful roll (ie, converting it to a failure), you recover 1 Pluck. To recover an additional Pluck, you must throw two additional rolls. To recover three, you must throw three more, etc etc.

Heavy Sleeper

You automatically recover 1 Pluck at the start of each session.

Mama Bear

When a friendly units is shot down, you recover 1 Pluck. If you're present when a bunch of civilians are killed, regain all Pluck.


When you personally shoot down an enemy, you recover 1 Pluck. This can be destroying them outright or forcing them to pull out (only applies if they have lost at least 50% of their Durability).

Second Wind

If you are reduced to 50% or less Durability, you recover all Pluck.


If you personally kill a lot of (innocent) people, regain all Pluck. You sick fuck.

Aleph Abilities

As a character's Aleph potential increases, they can unlock an increasing number of abilities and will have more mental energy to use their powers. Alephs have an aleph point pool and a number of ability slots equal to their power level. Aleph points are fully regenerated every session for the time being.


  • Powers will probably scale with Aleph level more.
  • Rebalance cost of ability slots vs enhanced ability vs Aleph power level.

Ability List

Abilities require expending an aleph point to use unless specified as a passive ability. Some cost more than a single slot. Additional slots can be bought with CP/XP on the usual scale (1, 3, 6, 10 etc). Subject to rebalancing.

Enhanced Ability

Some Alephs have unusually narrow repetoirs but are extremely powerful at what they do. This costs no slots on its own but doubles the slot cost of another ability. Generally speaking, an enhanced ability is doubled in intensity or otherwise scaled up in effectiveness in a logical fashion and ignores any vague qualifiers specified in the effect in your favour.

Newtype Flash

When in immediate mortal danger, even when unaware or only vaguely aware of it, you may suddenly get the instinct to dodge, get out of the way, or otherwise remove yourself from danger instinctively. Once per turn, you may spend 1 aleph to shift the damage class of a hit down by one.

Trick Shooting

Channel aleph powers into killer instinct causing critical damage with a hit you've made. This can also be used to shoot down x (based on perception?) enemy funnels.

Limit Break

Everyone can go a bit beyond their usual their abilities with an adrenaline rush. This goes way further. When in desperate straits, you can really push yourself way beyond what you ought to be able to manage, to the extent you may well seriously damage your physical body. Stock footage of a seed exploding into a rainbow optional. Spend 1 aleph to gain an immediate full action.

Body Control

You can meditate and fortify your body with your own psychic potential, letting you purge your body of poisons, heal at an accelerated rate and go without air, food or water for extended periods of time. Spend 1 aleph per turn or all your aleph for a scene. If you are injured without an obviously gigantic, plot-related or crippling wound, you can give up aleph regeneration once and just wake up covered in bandages that fixed everything.

Peak Senses

By concentrating, you gain a momentary level of peak human awareness. Once per scene, you may spend 1 aleph point on any roll of Perception you ask for and get a natural 20.

Spatial Awareness

You have tremendously heightened spatial awareness. Pay 1 aleph and halve all penalties from being attacked by multiple enemies or weapons systems. Alternatively, given the requisite physical capacity and weapons systems, you can launch effective all range attacks to apply this penalty onto enemies.

High Level Control

You are exceptionally talented with controlling and receiving feedback from machine interfaces. Doubles the number of funnels you can effectively control (from around 6 per Sazabi or nu-Gundam to the 10+ class) and opens the way for piloting mobile armours.

Suppressed Presence

Passive ability to hide your presence. You can make your quantum brainwaves more difficult to detect, even by other Alephs and having a high Aleph level makes you less noticeable instead of more. This is often a mark of an Aleph who is fundamentally shut-in or afraid.

Aggressive Pressure

You propogate an intense aura of killing intent/will to fight. This manifests as a feeling of pressure felt by other Alephs and may make even make your mono-eye glint more than usual or normal people feel uneasy if it's especially strong.

Empathic Detection

You resonate empathically with other Alephs in a particularly strong manner. You can usually feel one if he or she is nearby, although being around other Alephs regularly may provide some cover from your senses. You may also be able to judge their moods or emotions. Passive ability.

Mind Trick

These are not the droids you're looking for. After you interact with someone and spend 1 aleph, their immediate next 2d10 judgement roll comes up with a result of their Clarity + Aleph (An average human is going to get 1-3). If attempting to use on multiple targets, they stack Clarity. Well designed systems meant to prevent human error (such as nuclear reactor controls) should be considered to grant significant bonus Clarity.

Char's Allure

Minimum Aleph: 4
Requires Empathic Detection
Newtypes tend to be drawn to one another but Alephs respond to you particularly strongly. GM interpretation applies but mechanically, this could be considered a natural 20 for a roll of personal magnetism. Only works on Alephs.


Minimum Aleph: 5
Requires Empathic Detection
You can communicate telepathically with other Alephs, and at higher levels, all humans, and finally, anything that has a mind.

Empathic Manipulation

Minimum Aleph: 5
Requires Empathic Detection
You can manipulate the emotions of those around you, reinforcing the words or actions of you or others. For an additional slot, you can affect greater numbers. You can calm a crowd with a reasonable speech, or inflame them with a rousing diatrabe.


Minimum Aleph: 6
Requires Empathic Manipulation or Telepathy
You can cloud the minds of others, filling them with the cotton-candy confectionaries of their wildest dreams or darkest nightmares.

Inspirational Aura

Minimum Aleph: 6
Requires Empathic Manipulation or Telepathy
Your merest presence kindles the fighting spirit in those around you, giving sheep the courage of lions. Scales up based on Aleph level.

Mental Domination

2 slots
Minimum Aleph: 8
Requires Empathic Manipulation or Telepathy
With just the power of your will you can enforce your thoughts upon others, though this is taxing, tiring, requires physical contact and can result in nasty psychic backlashes.


2 slots
Minimum Aleph: 7
Out and out scrying. This may or may not be a voluntary, controllable thing, but you can sense events with amazing acuity without being anywhere near them.


Genotype are what you were born as or, less commonly, what you modified yourself to be and have little to do with pre-colonization 'racial identity', which is a social, not genetic construct. Pre-natal genetic modification has matured over centuries and few people born today have not had their or their ancestors' genomes sequenced before conception. It is a relatively inexpensive and mundane procedure, often subsidized by governments and while not 100% successful when dealing with something as complex as the entire genome of a human, still gives eminently acceptable results. Retroviral techniques to conduct systemic changes to adults are almost as old but are far more complex and difficult; consequently they are both much more expensive and rare.
Genotype bonuses modify the effective value of your stats; racial modifiers do not increase (or decrease) the cost of a given stat. It is of course entirely possible for a baseline to be smarter or stronger than even an S-type - exceptional individuals occur everywhere - but they are vanishingly rare. Note that depending on the campaign being run it may be entirely appropriate to provide cost breaks or cost divisors for transhuman templates; in the reality of More Robot Wars an S-Type is not penalized for being born superlative - they in fact have a huge leg up. This of course runs counter to game balance and GMs should be careful about travelling this path. Consider carefully before doing so.
Origin is a general representation of where a given race can be expected to be found as well as what relative proportion of the population they are. Note that it doesn't take into account specific circumstances; for example a gathering of Solar Federation captains would be almost all A- and S-types, with a minority of exceptional B-types.

Grounders (Baselines)

Most of the human population of known space inhabit planets and have minimal if any genetic alteration. Classed as E-Types in the Solar Federation, these baseline humans are often known as Grounder due to the fact that most unaugmented humans live (and stay) on planets. While at the dawn of the colonization era these were mostly those who were too poor or too disadvantaged to get genetic counselling, in modern times it has become something of a badge of perverse pride or religious devotion to call oneself a Baseline, Flat, Grounder or other previously-derogatory term. Some jurisdictions actually treat having baseline children as child abuse, though this remains difficult to enforce, not to mention politically charged.
Grounders have 4 Pluck
Origin: Uncommon inside the Solar Federation, otherwise common on planets across known space

Low Transhumans

Earlier or less drastic modifications to human genomes resulted in people that were only mildly changed from their parents. These changes are generally preventative in focus, removing various biological inefficiencies and 'evolutionary baggage'. Few actually have underground 'upgrades' in the conventional sense, the improvements these individuals see stems from broadly improved health and metabolism along with the (near-)elimination of genetic ailments like poor vision, etc. In the 23rd century, these are 'normal humans' to most people, the archaic label of 'low transhuman' slowly falling out of common use. In the Solar Federation these are typically ranked as D- or C-Type; Ds are simply 'fixed' humans, whereas Cs tend to have mild upgrades. In general, Low Transhumans straddle the line between what is a 'Baseline' human and what isn't.
Low Transhumans have +1 Physique, +1 Perception and 3 Pluck
Origin: Common across known space

High Transhumans

The cautious early steps in human augmenation soon gave way to more drastic and significant upgrades to the human condition. The concept of 'Human-plus' became a reality as deliberately recoded DNA brought forth the possibility of everyone achieving abilities substantially beyond the human norm and 'transhuman' became synonymous with 'transgenic'. Cognitive upgrades were also part of the package, and 'high transhumans' were not just more physically fit but also more intelligent and more sociable. Furthermore at this point inherent biological immortality (or at least exceptionally long lifespans) became the norm. In the Solar Federation these are ranked B- or A-Types.
High Transhumans have +2 Physique, +1 to all other Core Attributes and 1 Pluck
High Transhumans have a minimum unmodified requirement of 3 in all Core Attributes
Origin: Solar Federation (uncommon), Verge (rare)


Outlier Superiors

Over the past century, the intermixing of bloodlines, technological improvements, quest for perfection and simple luck of the draw has resulted in the occasional birth of individuals who have truly exceptional genes. At the leading edge of the curve these superhuman individuals easily gravitate towards the peaks of power and responsibility. Attempts have been made to replicate the full range of their abilities but as so much relied upon the vaguarities of chance, these have had mixed results. Baroque breeding programs among the upper classes have become common, some ending up indistinguishable from dynastic marriages to seal agreements. In the Solar Federation these individuals recieve the coveted S-Type classification.
Outlier Superiors have +3 Physique, +1 to all other Core Attributes and two +1s that can be assigned to any two non-Physique attributes including Aleph, but a Pluck of 0
Outlier Superiors have a minimum unmodified requirement of 3 in all Core Attributes
Origin: Solar Federation (rare)


The Engo were the fruits of the first successful process to generate a true Homo Superior, resulting in a transgenic human with vastly improved physical traits - reinforced bones, superior cardiovascular and muscular system, improved twitch reflexes, keener senses. Engos also had massively increased lifespans for the era when they were developed, with conservative estimates at circa the turn of the 22nd century that they'd live an average of 50% longer than most other transhumans. Which was fortunate, as Engos unfortunately do not breed true (or often, at all) and the process to bring a new Engo zygote to term is difficult and uncertain.
Engo have +4 Physique, +2 Wits, +2 Perception, +1 Intellect, +1 Charisma, but a Pluck of 0
Engo have a minimum unmodified requirement of 3 in all Core Attributes
Origin: Solar Federation (rare)


One of the Seraphim Organization's purported goals and major successes has been the stabilization of a reproducible S-grade genetic template. First developed in the late 22nd century they were introduced to the public in 2210 where they have became extremely popular among those wealthy enough to afford the complex upgrade. A quirk of the specific genetic modifications makes them much easier apply to XX individuals as opposed to XY; consequently male Seraphs are much less common, making up less than 5% of the population of Seraphs. The flood of young standardized S-class transhumans and their gender disparity is already causing ripples in the Solar Federation.
Seraph stat bonuses have +2 Physique, +2 Aleph, +2 Wits, +1 Intellect, +1 Perception and +1 Charisma, but have a Pluck of 0
Seraphs have a minimum unmodified requirement of 3 in all Core Attributes
Origin: Solar Federation (rare), Seraphim Organization (common)


Icarus upgrades are a 22nd century response to the needs of the expanding deep-space presence in what would become the Solar Federation. Applying increased understanding of long-term low and microgravity effects on the human body to common transhuman templates, the Icarus became popular among those who settled on the high frontier. In fact the introduction of the Icarus template is seen as one of the root causes of the spread of the Outbacker movement, to the point at which there are more Icarus upgrades in the Verge than in SolFed space. The Solar Federation classes these individuals as O-types.
Icarus Upgrades have +1 Intellect, +1 Clarity and 3 Pluck
Origin: Solar Federation (uncommon), Verge (common), Rim (uncommon)


Originally a popular genofixing template from the late 21st century, 'Alpha' has since became a broad term for a generalized blend of transhuman traits. They are considered better than C-Type transhumans, though Solar Federation genetic techniques are superior to those of the outer worlds and consequently Alphas lack the highly upgraded immune and healing abilities of SolFed High Transhumans. Many citizens of the League of Outer stars are Alphas where there has been a government push via socialized genofixing to bring all children to this level.
Alphas have +1 to any four stats save Aleph and 2 Pluck
Origin: Verge (common), Rim (rare)


A popular (and some might say necessary) upgrade for heavy-gravity worlds, the Atlas template substantially upgrades the human body's musculature, skeleton and cardiovascular system. This greatly improves both instantaneous and sustained strength, near-necessities for worlds with gravities 50% higher than Earth's. Of course the Atlas upgrade lends itself well to soldierly pursuits and it is common to see them on the frontiers, clearing out nests of feral drones or local predators - or more human predators. Atlases are not unattractive by any means but look stocky and solid next to the supermodel looks of Ishtars and the willowy grace of Omoikanes.
Atlas Upgrade get +3 Physique, +1 Intellect, +1 Wits, +1 Perception and 1 Pluck
Atlas Upgrades have a minimum unmodified requirement of 3 Physique
Origin: Verge (uncommon)


The Ishtar upgrade was intended to result in an individuals with exceptional warms and personality, in which it succeeded admirably. One of the second generation of transgenic upgrades from the early 22nd century, the Ishtar template substantially improves on the basic human ability for empathy and socialization, as well as memory and perception. Standard upgrade techniques also improve their bodies, with Ishtars universally having leggy, perfectly-proportioned recruiting-poster builds and faces that merely start at 'attractive'. Consequently Ishtars have spread throughout the Verge and often form the social glue of groups and organizations. Ishtars also tend to have vivid, unnatural hair colors which contributes to their stereotype as flighty pop stars, no matter what their occupation.
Ishtars get +1 Physique, +1 Wits, +1 Intellect, +1 Perception, +2 Charisma and 1 Pluck
Ishtars have a minimum unmodified requirement of 3 Charisma
Origin: Verge (uncommon)



Like Ishtars, Omoikanes are second-generation upgrades, with a focus instead on intellectual abilities, in which they are supremely gifted. Capable of effortlessly grasping complex concepts and recalling vast amounts of information they find ready employment in any technical or intellectual field. Thanks to the advances in cognitive science by the 22nd century they are not socially crippled robots either, and while not as capable of demonstrating bottomless well of effortless social acumen they are still quite socially adept. One unique feature about Omoikanes is their neural processes are optimized for machine reading and neural interfaces work particularly well for them. Most Omoikanes have light silver or stark white hair, which is actually pigmented white (as opposed to the progressive loss of hair pigmentation over normal human aging) and is something of a visible trademark.
Omoikanes get +2 Clarity, +2 Intellect, +1 Perception, +1 Charisma and 1 Pluck
Omoikanes have a minimum unmodified requirement of 3 Intellect
Origin: Verge (uncommon)

Gameplay Rules

Using Skills

  • The fundamental roll done for most actions is a Skill Check which is Attribute + Skill + Situational Bonus + 2D10. If the character does not have the skill in question, they take an untrained penalty which halves the 2D10 roll.
  • Some checks are Attribute Checks; these are instead Attribute + Situational Bonus + 2D10. Some skills may be added as a modifier on a situational basis.
  • Checks are one of four types; Easy, Moderate, Hard and Very Hard.
Easy checks multiply the core stat being called (Skill for skill check, Attribute for attribute checks) by x3. Most attribute checks are easy checks.
Moderate checks multiply the core stat being called by x2. Most skill checks for tasks done outside of combat are moderate checks.
Hard checks do not apply any multiplier. Most skill checks done in combat are hard checks.
Very Hard checks multiply the core stat being called by x2 but then halve the final value including the 2D10 dice roll. Particularly outrageous stunts or last ditch hail maries might be very hard.
In addition to the difficulty modifier, tasks have Targets; these can be defined values (such as passive defenses) or arbitrary values for a specific and situational task (beat 25 to climb that cliff).
Most defined tasks also include success thresholds (often +4 per); achieving progressive success thresholds lead to better results.

Combat Rules

Combat steps

Step 1: Roll for Strategic Initiative. Tally up all relevant Command and bonuses then roll off. For every 3 points of success, the winner gets an additional +1 on subsequent Tactical Initiative(s). Step 1 is generally only done in situations where there is a substantial pre-battle maneuvering, plotting and setup, often over multiple preceeding days. In situations where this is not the case, skip step 1.
Step 2: Roll for Tactical Initiative. Leader of each side does a Command roll off; for every 3 points of success the winner get a +1 to all positionining rolls. For the tactical initiative bonus to apply, there must be some sort of command structure and communication - scrambling out of the hangar to engage the first thing you see is insufficient.
Step 3: Roll for Positioning; all units roll Speed/Thrust + Electronics + Clarity + 2D10. Positioning is a combination of physical and mental preparedness to take action - your mobile suit is coming out of the sun, you're looking in the right direction as the enemy pops out of their foxhole, etc. See the Positioning Table below for the bonuses given by Positioning.
Step 4: Declare actions from lowest Positioning to highest. Depending on the encounter, step 4 can be skipped in the interest of faster resolution.
Step 5: Activate and execute any/all actions from highest Positioning to lowest.
Step 6: Activated units take their action(s); units may move however many range brackets they are entitled to, fire weapons, use equipment or anything else in whatever order desired. When engaging a unit of different Positioning, compare the relative values as per the Positioning Table. Units with superior Positioning take it as a positive bonus to rolls, units with inferior Positioning take it as a penalty.
Step 7: Record usage of ammunition, damage taken/inflicted, etc
Step 8: Repeat steps 6-7 until all units are are activated.
Step 9: Return to Step 3 and start a new turn.
  • Note: A 'Unit' in this context does not necessarily have to be a single vehicle; it can be an element, squad or even full platoon, based on the organization in question.

Taking Actions

Using an active system (most notably firing weapons) is a 2D10 roll plus whatever applicable modifiers are present, such as Attributes, Skills and weapon/vehicle accuracy bonuses. The final, modified roll must match or exceed the target's Defense/Target Number to succeed.
Most weapons have multiple damage values; the first is Glancing, the second at a higher treshold is Solid, some weapons may also have a yet higher threshold to achieve Smashing. Each will do consecutively more damage; this damage is not additive.
Subtract Armor (+ Shield, if relevant) from the damage inflicted to determine how much the target's Durability is reduced by. An attack will always to 1 damage unless the Armor is more than twice the damage value.
Shields reduce damage before comparing damage to Armor is compared, eg, an attack that has a base of 3 damage strikes a target with 2 shields and 3 armor. The damage would be reduced to 1 by shields and then, because the target's armor is more than twice the remaining damage, is reduced to 0. If the same 3-damage attack were to strike a target with 5 armor, it would be reduced to 1 damage taken.
If the target's Shield value is equal or higher than the damage inflicted by a weapon strike, the damage is reduced to 0 and no critical hits (see below) are rolled for - the weapon's energy is sufficiently dissipated by the shield that it inflicts nothing more than some scratches on the paint when it actually reaches the vehicle protected behind the shield.
If a weapon's Armor Piercing value reduces a target's armor to less than 0 (ie, AP > Armor), the attack Overpenetrates. In such a situation, the damage inflicted is reduced by the excess AP value - the attack is so powerful than it blows right through and is wasted in part, or potentially, in whole. (A canvas cover will not trigger the fuze on an explosive warhead, for example)

Advanced Rules

Multiple Actions

You may take multiple actions in a turn at a penalty; the base penalty is twice the number of actions taken, with every subsequent action having another -2 cumulative penalty. Additional actions are taken after normal positioning sequence; if more than one actors are taking multiple actions, these are also resolved in positioning order. Additional actions happen progressively 'later'; 3rd actions take place after all 2nd actions are resolved, etc.

Crowding Out

Some angles are more favorable than others - closing and opening shots are more likely to hit than crossing ones - and consequently pilots will instinctively move to get the best angles. Unfortunately this means that there is the possibility of accidentally getting in the way of friendly gunfire. Thus every Energy or Kinetic attack made on a mecha after the first suffers a cumulative -2 to hit. Electronic attacks only suffer a cumulative -1. Melee attacks are dealt with separately - see the full Melee rules for more detail.

Air Battles

Atmospheric combat comes with a number of constraints not found elsewhere; ranges are (or at least can be) quite long but there is a substantial local gravitational pull and aerodynamic limits are a constant concern. As a consequence, all Kinetic and Energy attacks against maneuvering air targets double their range penalties due to bullet drop, atmospheric turbulence and thermal bloom.

Full Dodge

Your action can be sacrificed to do a Full Dodge which increases your Kinetic, Energy and Electronic defenses. Roll Easy Perception + Mecha Piloting, for every 5 full points you get +1 to your non-Melee Defenses.

Full Parry

You may sacrifice your action to do a full-round defensive parry against enemies attacking you in melee. Roll Easy Wits + Mecha Fighting, for every 5 full points you get +1 to your Melee Defense.

Sacrificial Parry

In an emergency you may throw a weapon or some other large object in the way of an incoming weapon strike (normally melee). Roll Easy Wits vs 15; if successful the object being used in the sacrificial parry takes damage first, with armor of 0. Note that as normal, any component that takes more than 50% of its durability is disabled and more than 100% is destroyed. If it is destroyed, all further damage is applied to the owning unit as normal.


Roll Easy Physique (x 3), for every 5 full points you get +1 to your Flight or Thrust rating. This bonus may not exceed a unit's baseline Flight/Thrust rating.

Stealth Positioning


Component Damage

All weapons or other systems have a durability equal to their space.
Components carried externally are protected by Shields but are not protected by Armor.
Components mounted internally are protected by both Shields and Armor. Note that in many cases an internal component simply cannot be targeted.
  • If a component takes at least 50% damage it is disabled, but can be repaired at base.
  • If a component takes 100% or more damage it is destroyed and fit only for scrap and salvage.
  • If a component takes more than 150% damage it is utterly trashed and is essentially confetti.

Positioning Table

The following bonuses are granted by the relative positioning difference. 1-2 - +1
3-5 - +2
6-9 - +3
10-14 - +4
15-20 - +5
21-27 - +6
28-35 - +7
36-44 - +8
45-54 - +9
55+ - +10

Defensive Arcs

Not all angles are created the same. Almost invariably military vehicles are designed with their greated protection on the sides most likely to face the enemy, exemplified most prominently in the battle tank's massive frontal armor, commonly taking up a substantial chunk of the vehicle's entire weight. Defensive arcs are rules to represent this. There are two components to these; rules for when the effects apply and construction rules to enable them.


Fore: This is often seen the 'business end', especially for smaller combatants. The fore arc comes into play during a closing engagement.
Flank: The flanks are often the most well-armored sections on larger warships who will orient themselves to bring multiple gun turrets to bear without being forced to continually close range. Most small craft or vehicles will not concern themselves with the flank arc per se.
Rear: The rear arc is almost inevitably the most vulnerable, as it is often where rocket exhaust, cooling vents and other vital, indefensible paraphernalia is located. As a general rule, any attack that specifically targets the rear arc recieves an automatic -2 modifier to any increasing damage thresholds (ie, reducing Solid hit from +4 to +2), representing the likelyhood of attacks striking weak points.
Under: Unique to aircraft (where it is used for defense against ground fire) and vehicles (representing protection against mines), the under arc is fairly self-explanatory; an armored belly.

Using Arcs

Using defensive arcs can be somewhat subjective; the situations below should provide guidance when an attacker can (or is forced to) attack against a specific defensive arc. All of these assume relative positions and movement between the attacker and defender; other movements or positions are not taken into account.
  • When the defender is closing generally means that they will be presenting their Fore arc.
  • When the defender is fleeing generally means they will be presenting their Rear arc (but with caveats).
  • Warships engaging other warships without changing range brackets will generally present their Flanks.
  • In a dogfight/furball, attackers with higher positioning can generally avoid the target's Fore arc, at least enough to get off attacks.
  • Generally the longer the range, the easier it is for a defender to present whatever arc they desire during combat, if it comes down to a rolloff.

Construction Rules

Note that in some cases, buying individual arcs may add to more than 100% relative to just buying standard armor; this is deliberate as a relatively even all-round allotment of defenses allows the best leveraging of other arcs and angles. Arc-specific defenses are meant to be locational improvements, not components of an all axis defense.
  • Mecha may buy reinforced armor for the Fore arc at a cost of 50% of normal.
  • Ground vehicles may buy reinforced armor for the Fore arc at a cost of 33% of normal.
  • Ground vehicles may buy reinforced armor for the Under arc at a cost of 50% of normal.
  • Aircraft may buy reinforced armor for the Under arc at a cost of 50% of normal.
  • Warships may buy reinforced armor for the Fore arc at a cost of 25% of normal.
  • Warships may buy reinforced armor for the Flank arcs (both) at a cost of 75% of normal.

Dynamic Defenses

Some defenses - most notably forcefields - can be dynamic, meaning they can adjust on the fly to strengthen their defenses and focus them on specific arcs (strengthen forward shields!) or even against specific enemies.

Other Rules

Critical Hits

Critical Hits are weapon strikes that happen to hit something more important than armor plating - cameras, verniers, gun pods, etc. Consequently, Critical Hits reduce the ability of the unit in question to fight effectively, and any strike can potentially be a Critical Hit - a vehicle without vulnerable points would be a featureless geometric shape with no gunports, sensory abilities or capacity to move (except a constant 9.8 m/s^2 acceleration downwards in a standard 1 Gravity field). Indeed, many systems cannot be armored - radars and other sensors, for example, or thrusters.
If a weapon is reduced to 0 damage by Armor, it may still inflict Critical Hits, so long as the target's Armor is no more than three times the damage inflicted - a viewport can be smashed by a shell that would bounce off the armor plate it's set into. Deliberately using underpowered weapons to try and inflict Critical Hits is still mostly a tactic of desperation, however.
Critical Hits do not (normally) cause additional damage - they are disabling or destroying components, not damaging the unit's overall structure beyond what is already being done.
All weapons have a Critical Hit value; this is the target that must be matched or exceeded on a 2D10 roll. A successful roll inflicts a Critical Hit. If the weapon strike is a Glance, it does a Surface Hit. If it is a Solid strike, it does a Vital Hit. If it is a Smash, it does a Vital Hit, plus one automatic Vital Hit.
Explosive or spread-type weapons will generally have low Critical Hit thresholds, conversely, they will generally suffer greatly from armor.
  • Critical Hit effect list goes here.

Unit Stats

All units have several defenses; these are holistic values representing said unit's ability to avoid being struck/damaged. The cardinal attribute listed for each is the most important stat for the pilot to increase them. They are as follows:

Kinetic: Defense against conventional bullet-guns, flak and similar. Because evading with continuous Gs as opposed to instantaneous moves is the best way to avoid a volley of kinetic fire, the cardinal attribute is Physique.
Energy: Defense against directed-energy weapons ranging from lasers to mega particle beams to Higgs sprays. As evading DEWs requires the ability to react instantly to a warning sign, the cardinal attribute is Wits.
Electronic: Defense against self-correcting weapons (ie, guided missiles), which in general tend to carry very powerful warheads. As the primary defense against guided weapons is jamming, chaff and the like, the cardinal attribute is Intellect.
Melee: Defense against close-in fighting weapons, such as beam swords, shining fingers and radiation waves. As the best way to avoid being struck by such weapons is to read the enemy's moves and counter them; consequently, the cardinal attribute is Perception.

All weapons will be specifically listed as one or more of these types, which determines the target number for the attack roll. If they are of more than one type, they are considered hybrids, meaning they combine multiple defenses together - for example, an anti-tank missile might be a Kinetic/(1/2)Electronic. In this case, the attacker's target number would be the full value for Kinetic Defense plus one-half of Electronic Defense.

Speed: The bonus the unit gets to Phase Rolls on the ground (ie, wheels or legged mobility). A second value in brackets gives the maximum number of range brackets a unit may move by if this is not 1 (normally 1 for every 10 Speed or part thereof). Note that any unit that does not have a Speed entry is functionally immobile on the ground.
Thrust: The bonus the unit gets to Phase Rolls on in the air or space (jet or rocket propulsion). A second value in brackets gives the maximum number of range brackets a unit may move by if this is not 1 (normally 1 for every 10 Thrust or part thereof). Note that any unit that does not have a Thrust entry is functionally immobile in the air or space.
Output: How much Power the mecha's onboard power system generates per turn. This may be 0 for vehicles or mecha with fixed-output power systems or battery-powered units.
Battery: The maximum amount of Power a mecha's onboard power system can store. The amount of Power in a battery may temporarily exceed its maximum value - the hyper mega beam cannon is being powered directly by the reactor while also drawing down the battery. Any excess at the end of the turn is removed.
Stealth: This is a measure of how difficult a vehicle is to detect with sensors. See Advanced Actions for more detail.
Armor: Armor is 'soak' and reduces the damage taken by all attacks. Armor may not reduce an attack to 0 damage unless Armor is more than twice the damage inflicted by the attack.
Durability: Durability is essentially how difficult it is to render a machine unable to fight. More durable mecha can fight longer. It is essentially the unit's 'hit points'.
Targeting: Targeting is the effectiveness of a unit's targeting system and provides a bonus to all non-melee attacks performed by the unit.
Carrying: This is a value for how much 'stuff' a mecha can carry externally, such as mecha-scale assault rifles, missile packs, sensor pods, etc etc. Most giant robots and aircraft have high carrying values as they use externally-fitted weapons. Carried weapons and systems provide flexibility, but the downside is that they are much easier to lose.

Weapon Stats

All weapons have a short statline. Most important is their weapon type and their attack bonus.

Next are their Damage Thresholds, which are where increased damage is inflicted - the beam dwells longer or the shell strikes at a favorable angle and penetrates deeper. Thresholds are rated related to the base defense target; thus a threshold of of (+4) means that the attacker needs to beat the target's defense by 4 or more.

Following is Range, which is the maximum distance at which the weapon may effectively engage. Many weapons also suffer losses to accuracy (Attack penalty), impact energy (Damage penalty), or both. Any penalties listed for these (such as -1 Attack) are per range bracket, starting at Very Close.

Many weapons also have Tags, which are a standard set of special rules which may modify how weapons work in specific situations. Some particularly unique weapons may have custom special rules.

Weapon Tags

Armor Piercing (AP): Armor Piercing weapons reduce the target's Armor on a 1:1 basis. For situations where the target's armor is reduced to less than 0, see the Overpenetration rules.

E-Shield Piercing (SP): E-Shield Piercing weapons reduce the target's E-Shields on a 1:1 basis. If the target's E-shields are reduced to 0 (or if there were none in the first place), there is no further effect.

E-Shield Ignore: Weapons with E-Shield Ignore can do just that - ignore all damage reduction due to E-shields.

After-Armor Effect (AAE): Weapons with AAE are large and powerful examples that can inflict heavy damage after punching through armor - generally anti-ship weapons. AAE is a multiplier to the damage inflicted after all other modifiers are taken into account.

  • Example: A heavy beam cannon with AAE of x4 punches through the target ship's hull and does 3 damage after E-shield and armor reduction. The AAE multiplier is then applied, meaning it inflicts 3 x 4 = 12 damage.

Assault: Assault weapons are those that fire so many shots that they can inflict multiple seperate hits with a single attack action. All Assault weapons have two associated stats; their hit threshold (ie, +2) and their maximum hit counter (ie, 10). For every consecutive time the to-hit roll exceeds the target's defense by the threshold, the hit count goes up by one until the maximum hit counter is reached. Damage is resolved seperately for each hit as normal.

  • Example: A gatling cannon with that inflicts 4 damage with a +2 threshold and 10 max counter exceeds the target's defense by 7. This is a total of 4 hits (0, +2, +4, +6), each of which inflicts 4 damage. If the target has armor of 2, the gatling cannon would then inflict a total of (4-2) x 4 = 8 damage and have 4 chances to inflict critical effects.

Concentrate: Weapons that Concentrate have properties that tend to make them particularly sensitive to dwell times or surface exposure; in practice this means that the better the attack roll, the more damage inflicted. Concentrate weapons have three associated stats; their threshold to 'tick' (ie +1), damage increased per tick (ie, +1) and their maximum damage (ie, 10).

  • Example: A beam sweeper with a base 2 damage, a threshold of +1 for +1 damage and a maximum damage of 10 exceeds the target's defense by 5. The total damage inflicted is 2 + (5 x 1) = 7. If if exceeded the target's defense by 10, it would still only do 10 damage, as it cannot exceed this.

Parry: Weapons with Parry can be used defensively against other melee weapons. The increase the mecha's Melee defense by the rated amount if ready and used - a holstered beam saber won't do you any good!



E-Shield Weakness: E-Shield Weakness is a punitive multiplier to the effects of the target's E-Shields, multiplying the E-shield damage reduction by the E-Shield Weakness value. This obviously has no effect if the target is undefended by defensive E-shields.

Charge Time: Some weapons are particularly slow to prepare to fire due to various technical limitations - long loading procedures, extensive charging processes that cannot be hurried, etc. A unit with a weapon that has a charge time must spend one action a turn for however many turns of the charge time in order to prepare the weapon to fire. A unit may take multiple actions in order to perform other tasks while the charging is happening, but the action spent charging is always the first action taken. A variation (Continuous Charge Time) must have all actions spent happen in sequential turns, with the firing action happening the immediately following turn - once started the charge must either be taken to completion or cancelled and restarted from scratch.

Cooldown: A weapon with Cooldown cannot be used for a number of turns equal to the cooldown rating after being fired. No other penalties apply or actions need to be taken - the cooldown process is automatic. A weapon with a Cooldown of 0 can only ever be fired once a turn, but will always be ready to be used in the subsequent turn after firing.


From nearest to most distant

Point Blank
Very Close (1)
Close (2)
Not So Close (3)
Moderately Near (4)
Moderate (5)
Moderately Far (6)
Distant (7)
Very Distant (8)
Extremely Distant (9)
Extreme (10)
Extreme x2 (x3, x4 etc for exceptionally long range weapons)

Warship-specific Rules

There are a number of specific additional rules for warships. This lays them out.

One of the core elements of warships (as compared to mecha) is the concept of Vital Protection and After Armor damage. The represents the fact that warships are large masses of armor, systems, decks and voids that can take a tremendous amount of damage to their outsides without ever being truly threatened with destruction and that many high-caliber weapons do not poke small, 5 or 10cm holes but can make man-sized or bigger holes in armor.

After Armor Effect (AAE) is a weapon multiplier that is normally found on antiship weapons. The multiplier is applied to all damage inflicted after shield/armor reduction. Thus a 10-damage beam cannon with an AAE multiplier of x5 strikes a ship with a combined shield + armor rating of 5; the damage inflicted is reduced to 5 then multiplied by x5, for a final 25 damage inflicted. Note that this does apply when weapons with AAE are fired on mecha. The Pain Train does not stop for mechajocks.

Vital Protection is the damage value above which a weapon inflicts Vital damage. In addition to having elevated critical chance, Vital strikes multiply the damage taken.

Hangar Space is a measure of a ship's ability to carry combat-ready small craft.

Light Mecha require 1 hangar space
Medium Mecha require 2 hangar space
Heavy Mecha require 3 hangar space

Fighting on Foot

Fighting on foot (as opposed to at the controls of a 15 meter mecha or a 300 meter battleship) uses the same general flow as mechanized combat. There are two main differences:

  • The attributes and skills used are different, representing the different skillset used for piloting and infanteering.
  • The concept of Adrenaline, which represents the physiological effects of combat on the (trans)human body.

Defenses on Foot

  • Defense against gunfire while fighting on foot is Wits + Physique
  • Defense against melee/brawl while fighting on foot is Wits + Clarity

Getting Hurt and Adrenaline

All characters have a base Toughness equal to their Physique


Control Systems

Combat vehicles must forward immense amounts of data to their pilots in a way that is instantly understandable, likewise, they need to effectively translate the pilot's commands into actions. A number of different methods of varying complexity and utility are used, and unless otherwise noted they can be mixed and matched as desired.

Screen: The simplest form of combat-worthy controls, Screen controls are not particularly different from 21st century aircraft cockpits save they have several high-definition screens instead of cockpit glass. They have no modifiers.
Panoramic: An upgrade to the Screen system, Panoramic cockpits wrap the entire interior of the cockpit sphere in vision screens. The vehicle itself is removed from sight or replaced with a wireframe via image processing, giving the pilot a nearly unobstructed view in all directions. Panoramic Cockpits double the Wits bonus for vehicular defense.
Trace: A more athletic sort of cockpit, Trace systems do away with most of the complicated control hardware of other control methods, instead essentially 'tracing' the actions of the pilot. Appropriately-caliberated force-feedback completes the package. Trace systems double the Physique bonus for vehicular defense and add Physique as a bonus to any Brawl actions.
Synaptic: Originally developed under the code-name Zero System during the Solar War, the so-called Synaptic control system is a neural bridge connected directly to the vehicle's control processors. While it does require settled brainwaves to operate properly (making it incompatible with a Trace system), it is effective at replacing clumsy physical controls. Synaptic controls double the Clarity bonus for offense and defense and add 50% of Clarity to Gunnery actions.
MMI: The MMI (Man-Machine Interface) system supports the pilot with a powerful combat analysis and support expert program. This essentially acts as a 'combat secretary' for the pilot, with the best ones learning alongside said their pilot to perform actions essentially reflexively. MMI systems add one-half of the character's Intellect to Wits and Perception for vehicular defense purposes.
Telescopic: Despite the name, the Telescopic system is actually a sophisticated data-collecting and sorting algorithm and hands-free controls such as eye-tracking targeting. Telescopic targeting increases the Perception bonus to Gunnery by 50% and also adds 50% of Perception to Electronic attack actions.
Command Cockpit: Often being an actual second seat with a tactical holotank and the like, Command Cockpits are made to enable in-flight tactical management at a level above 'stay on my wing'. Command Cockpits increase the Command bonus of a vehicle by 100%.
Psycomm: Allows the control of remote weapons via quantum brain waves. Requires an aleph pilot.
Psychoframe: By embedding quantum brainwave receptors directly on the processors within individual parts of the mecha, response time can be increased. Normally functions as a Synaptic system but an aleph can spend an aleph point per round during which stat bonuses are applied as if it were every other attribute.

Scarlet Curtain

Introduced into service on the eve of the Solar War, the Scarlet Curtain is a broad-band particle 'fogger' that disrupts most form of electromagnetic sensing over a large area. The reddish haze it generated when operating gave it the popular name. Proving effective at disrupting missile fire control and long-range targeting, the Scarlet Curtain was decisive in shaping tactics both during and subsequent to the conflict.

Scarlet Curtains provide a substantial boost to Electronic Defense to both themselves and nearby units - both friendly and enemy. Any weapons firing into or out of a distance within the Not So Close range bracket of the emitting unit or point are effected by the Scarlet Curtain. (note that in practice, the effect fades over distance as opposed to being sharply curtailed - this is a simplification) The Scarlet Curtain affects friendly fire control as much as it does enemy.
Additionally, as Scarlet Curtains are an area effect (as opposed to a literal curtain), hostile units can penetrate them in order to negate much of the effect. If combat occurs up close, the following effects happen:
At Not So Close, the Scarlet Curtain operates at half effectiveness.
At Close, the Scarlet Curtain operates at one third effectiveness.
At Very Close, the Scarlet Curtain operates at one quarter effectiveness.
At Point Blank and Brawl, Scarlet Curtains provide no bonus.
Due to the scattering effects of the Scarlet Curtain, conventional ECM, chaff and point defense systems are drastically degraded in effectiveness. A unit under a Scarlet Curtain halves its intrinsic Electronic Defense and the effects of any specialized communication gear it may have.
Furthermore, while multiple Scarlet Curtains can 'stack', the effect can only get so 'thick' - after a certain point, the particles simple clump up and take longer to dissipate. To calculate the effective strength of a group of Scarlet Curtains, add up the total strength of all Curtains and then divide that by the single strongest source. For every doubling (x2, x4, x8, etc), add +1 to the effective strength of the highest source and use that as the overall strength.
Finally, because Scarlet Curtains are particles with a half-life, when they are no longer being replenished (due to deactivation or destruction) the effect will degrade over time. For every turn that passes, treat all units as being progressively one step 'closer' (with those at Moderately Close and beyond as being a single range bracket).

Modifying Your Machine

External Fittings

While most vehicles are designed to carry a certain amount of exterior hardware (as per the Carrying stat), sometimes you want to carry more - more propellant, more guns, more verniers, more batteries. The downside to this is that it will often unbalance a unit and exposes a larger amount of hardware to damage.

For every multiple of Carrying in external equipment a unit has, it suffers -1 to effective Armor when calculating Glancing hits - even a light strike can be dangerous when you have a poorly-shielded reactor feeding a strapped-on beam cannon! Some external systems are designed to be jettisonable, which can be done at any time before dice have been rolled.


Building things requires a certain number of work units. Some items (normally large or complicated ones that are particularly slow to build) will have a work unit 'cost' of a value times another value. This represents the maximum work units applied at any one time and how many consecutive cycles this needs to be done.

Example 1: An item with a requirement of 6 Work Units needs to have 6 Work Units applied to it to be completed - it could be 1 every cycle, or 6 in one cycle, or 2 for three cycles.
Example 2: An item with a requirement of 4x2 Work Units needs to have a total of 8 Work Units applied to it - however, no more than 4 can be applied to it at any time.
  • Fabricators use two resources: Feedstock and Dust

Cannibalizing Machines

Vehicles such as space fighters and mobile suits can be stripped down and their vital components removed. This is commonly done to damaged vehicles that cannot be repaired due to time or material constraints. As a general rule, cannibalizing a machine takes a single Work Unit to remove all of its components (reactors, weapons, etc), as vehicles are meant to come apart for maintenance. Putting them all back is a different matter.



Primary Operator: White Rose Kingdom
Role: Generalist Grunt Suit
Kinetic Defense:
Energy Defense:
Electronic Defense:
Melee Defense:
Output: 2
Battery: 5
Armor: 2
Shields: 0
Carrying: 4
Fixed Armament
  • Head Gatlings
  • 1 Alpha Edge Sword

Quick Reference

  • Step 3: Roll for Positioning; all units roll Speed/Thrust + Electronics + Clarity + 2D10.
  • Gunnery: 2d10 + Positioning + weapon + perception + skill
  • Melee: 2d10 + Positioning + weapon + Wits + skill
  • Electronics: 2d10 + Positioning + weapon + Intellect + skill
  • Electronic Defense: Positioning + Clarity + skill + suit
  • Kinetic Defense: positioning + Physique + skill + suit
  • Energy Defense: positioning + Wits + skill + suit

Positioning Table
The following bonuses are granted by the relative positioning difference. 1-2 - +1
3-5 - +2
6-9 - +3
10-14 - +4
15-20 - +5
21-27 - +6
28-35 - +7
36-44 - +8
45-54 - +9
55+ - +10

From nearest to most distant

Point Blank
Very Close (1)
Close (2)
Not So Close (3)
Moderately Near (4)
Moderate (5)
Moderately Far (6)
Distant (7)
Very Distant (8)
Extremely Distant (9)
Extreme (10)
Extreme x2 (x3, x4 etc for exceptionally long range weapons)